by Djidiouf /@ashenquarter
This tool is my own personal project and is not affiliated with Munda Manager or Games Workshop.
Necromunda is a narrative skirmish game about gangs fighting for territory, power, and survival in the depths of a hive world. You control a small crew of fighters, not a full army, and every battle can leave scars that shape your campaign.
This step-by-step guide walks you through your first games, from opening the box to playing a full campaign.

A typical Fighter card for an Escher Gang Leader
Each gang is made up of individual fighters, each represented by a miniature and a Fighter card. The card is your main reference for that fighter during the game and across a campaign.
A Fighter card is split into the following sections:
During a game, keep each Fighter card close at hand, as you will refer to it constantly. In campaigns, Fighter cards are updated to track injuries, new skills, and changes to characteristics as fighters develop over time.

Choose a Gang here and build a list of 500 credits using a gang builder tool like Munda Manager.
For your first few games, keep it simple:
It's also a good time to think a little bit about your gang narrative:
Tips:

Necromunda is played in rounds (also called turns). Each round usually follows:
The key difference from many wargames: you are not moving your whole gang at once. You alternate fighter activations, which makes every move feel like a response to what just happened.

Each fighter starts a round with a Ready marker which indicates it has not been activated yet.
When you activate a fighter, you usually get two actions for them. Some actions can be repeated (simple), some can only be made once (basic), and some count as two actions (double):
Once you activated your fighter, you remove its Ready marker and it's now your opponent's turn to activate a fighter. You'll keep doing that until no fighters are left with a Ready marker.
Tip:
Beginner habit that improves survivability: Move from cover to cover instead of standing in the open and hoping your armour saves you.

A typical board of Necromunda will be packed with terrain, take advantage of it.
Tip:
If you only learn one thing early, learn this: a good shot is one taken from cover or a safe angle, where your opponent cannot easily retaliate.

When you do a Shoot (basic) action, the shooting sequence goes like this:

Melee is brutal and fast.
Early on, expect melee to feel swingy. That is normal. Lean into it, it is part of the drama.
When you do a Fight (basic or free if you charged) action, the combat sequence goes like this:

If the hit you've made is a success, it's time to see if that hit is going to wound the enemy fighter.
| Strength vs Toughness | D6 Roll Required |
|---|---|
| Strength is TWICE the Toughness or greater? | 2+ |
| Strength is GREATER than the Toughness? | 3+ |
| Strength is EQUAL to the Toughness? | 4+ |
| Strength is LOWER than the Toughness? | 5+ |
| Strength is HALF the Toughness or lower? | 6+ |
Tip:
Do not stress about every modifier like a Weapon's Armour Piercing on your first games. Play a couple of battles with the basics, then layer in more mechanics.

These mechanics shape games more than raw damage.
In Necromunda, controlling the board and pinning key threats can be just as decisive as causing injuries.

Necromunda is brutal. When things go badly, your gang might lose their cool.
The End Phase includes the following steps:
| Injury Result | Effects on the fighter |
|---|---|
| Flesh Wound | Not seriously injured anymore but lose 1 Toughness |
| Serious Injury | Stays Seriously Injured and lose 1 Toughness |
| Skull | Is Out of Action and is removed from the board |
Tip:
Bottling is not a punitive mechanic. It is a pressure valve that stops games from dragging on when one side is clearly losing. You can even choose to bottle out voluntarily, which is often the safest option if you want to live another day.

If you want a smooth ramp:
After that, start adding the spice: tactics cards, terrain rules, skills, Brutes, and the weird stuff that makes Necromunda feel like Necromunda.

For your first games, choose a simple scenario:
Here are some good first game scenarios:
A good first goal is: finish a full game, even if you forget a rule or two.


This is where Necromunda really shines and is a game you come back to!
After a battle you will usually have some rewards:
The campaign system is the backbone of Necromunda. Battles matter because they change what your gang becomes. The more focus you put on narrative, the more you'll enjoy the game.
